True Form Changer Quinn Rework
Quinn is my favorite champion in this game. I'd think it's pretty important to preface with that. I'm not trying to "butcher" Quinn because I don't like her, I want to try and help fix her, as she is somewhat of a laughing stock of a champion in this game, which really bums me out. Even Ironstylus, the dude who designed Quinn, finds himself a little dissapointed in her turnout. Now I think it's time I actually started talking about the rework. See, a lot of people saw Kindred and thought: "That's how Quinn should be!", and there's two things wrong with that. Firstly, if you really meant that, you'd say "Quinn and Valor" as opposed to just "Quinn". Secondly, Kindred consists of two beings that work as one, in a way. After all, they were one at one point. Quinn and Valor isn't like that at all. To really understand what I mean, look at the name of their Ultimate. "Tag Team". That is one of the two main focuses I had for the rework, making them work more as a "Tag Team", as opposed to a weird marksman who becomes a melee champion to get kills with an execute AoE. The Second Focus of mine, is the identity of each individual. Quinn and Valor are scouts for Demacia. So what I decided to do was make Quinn more "scout-like", while making Valor into a terrifying bird of prey, like an eagle in real life. Now I understand that LoL isn't real life, but I feel Valor doesn't compare well to a real eagle, and that's pretty important. So Valor = Awesome Bird That Eats Stuff ; Quinn = Scout With Lots of Utility.
So lets start off with the Passive I guess.
Passive = Harrier/Birds Best Friend - I honestly really like Quinns passive right now. It does work with the teamwork theme, and though it may not always mark an enemy champ, that's just something that could be changed in programming. And the other part of the passive, "Birds Best Friend", is referred to as such because it's much like "Harrier", but is Valor's Passive, not Quinns. Its functionality is really similar, but when Quinn marks a champ, she hits them in the leg, and if Valor procs the mark, it doesn't do extra damage, it delivers a powerful, but short term slow. I'm not super great with numbers, but I'm thinking 30%/50%/70%, scaling with ultimate, but always lasting for 1 second. Maybe 1.5, this is a forum, so feedback is appreciated, more on that at the end. I think maybe reworking the passive to only proc on recently attacked enemy champs, as opposed to also nearby minions is the way to go.
Q = Blinding Assault/Crippling Strike - I don't see too much wrong with Blinding Assault. This is one of two Blinds in the game, so it keeps her somewhat unique, and it makes sense thematically. All I could think of for this is a possible damage reduction, as I am focusing on turning Quinn into more of a scout character, not an active/killer/marksman. (Don't think of this as me saying you shouldn't get kills as Quinn, but the main killer here is Valor, he's where the damage lies). However, Crippling Strike is Valors new Q. To make this simpler, I'm going to put this as I wrote it on paper.
Valor readies his next attack, causing it to do 60/85/100/110/125 +(0.5 Bonus AD), and reducing the damage dealt by that target by 8%/8%/10%/10%/13% for 1.5 seconds. Cooldown is 8/7/6.5/5/4
I've studied quite a bit into the hunting methods of birds of prey, as I myself have aspired to become a falconer in the past, and Eagles and Falcons have this method of killing prey that I've tried to imitate with the Kit I gave Valor. The method they use is basically, to soar up high, above any prey they might see, then they descend upon them quickly, and with one quick snap of their leg, they deliver a paralyzing blow to the spine of their prey, and let it fall, sometimes pursuing it all the way to the ground, or catching it before it hits the ground. And that's not to mention the wolves and goats that can just be carried off or pushed off of cliffs by Eagles.
W = Demacian Sound Trap/Birds Eye View - Quinns W is honestly my least favorite ability she has. And it doesn't make sense that Valor can do it while chasing enemies on the ground either. It gives this idea that just having Valor screech from above her causes her to know everything that's in the immediate area. So I decided, like any scout, Quinn would have to work a little harder to get vision. But at least this is fun. (As a side note, we could theoretically keep the passive. However, I'm finding a lot of ways to give Valor attack speed, so it may have to go). So lets just get into the abilities.
Quinn places a small post with a bell, surrounded by strings, similar to a ward. It grants very small vision, but if it's in a bush, it will always grant full vision of the bush. If an enemy breaks the circumference of the strings with any form of mobility, the trap will be destroyed, and a sound queue will play, along with a Danger Ping. Quinn has two charges of this, she can place 3 at a time (this probably SHOULD add to your ward count, so be careful how many you place as opposed to wards), charges regen every 70 seconds, she can place them 5 seconds between each other, and each one takes 0.5 seconds to set up. Each Trap lasts one minute (may increase with level, and I didn't do anything for the cooldowns on this particular ability because it's a free ward system.)
This is how Quinns vision should work, not some weird AoE "I'm suddenly clairvoyant, thanks Valor" shenanigan. She's a scout for Demacia, not an Oracle with a bird. This system may need improvement, so feel free to comment on that.
Valor ascends, becoming untargetable, and gaining vision in a large area around him for 2 seconds. At max rank, he can see into bushes (maybe every rank, we'll see). If there is a Sound Trap within the sight range, Valor can descend upon that, but just those. Cooldown for this one is a consistant 30 seconds, as its a huge advantage to be able to do that, so he shouldn't be able to do it often.
E = Vault/Soar - Quinns E is another thing that makes her somewhat unique. A knockup/slow that puts you back at max auto range, AND auto procs Harrier? Sign me up. But there could be something more here. So I've changed it from a point and click, to a skillshot, described below.
Valor carries Quinn a short distance, or until she hits an enemy. If she fails to hit an enemy, Valor will deposit Quinn, and nothing else will happen. If an enemy is hit, Quinn will Vault off of it, to her max auto range, knocking them away slightly, and slowing them. Valor then follows up with a strike with his talons, dealing Vaults damage (as opposed to the kick-off itself). I changed it to be like this for the sake of further accentuating teamwork. They work as a team super well for this ability now, and it's functionality hasn't changed much from the original.
Valor takes 0.25 seconds to prepare himself, then dashes forward (range scales with movement speed), knocking aside enemies in his path. This ability does no damage. Cooldown is 12/10.5/9.5/8/6.
This is meant to be a great utility tool. And now you can probably understand more what I said earlier about the hunting methods of birds of prey. Valor Soars up to see what's around him, he strikes hard, then uses his mobility to catch up with them fast before they get away.
R = Tag Team! - If you couldn't tell from before, I've turned this into a "true" form change. This means that "Skystrike" is gone, along with the giant ms buff to Valor. The cooldown has been reduced to a whopping 3.5 seconds. Why 3.5? Because 4 is too much, and 3 is WAY TOO LITTLE. I'm also not good at cooldowns.
NEW Passive = "Birds are Just Faster Than Humans" (Name is wip) - Valor moves faster than Quinn, gaining a percent increase in movement speed over her whenever he's on the field. It scales with level of R. I don't want to put anything for that right now, because I don't know what would be too much.
NEW Passive = Tag Out! - Valor gains bonuses for a short time depending on what offensive abilities hit champions when Quinn was on the field. Quinn has 4 seconds to "Tag Team" for Valor to gain these bonuses, but the 4 seconds resets after each offensive ability lands, and Tag Out! activates.
Tag Out! - Bloodied Claws - - Activates when Quinn Lands "Blinding Assault" on an enemy champion. Valors first autoattack will cause a bleed for 4 seconds, dealing 40/60/80/100/120 + (0.2 Bonus AD)
Tag Out! - Iron Feathers - - Activates if Quinn procs Harriers bonus damage on an enemy champion. Valor has increased resistances for 10 seconds, or the next 4 damaging spells/autoattacks. (Whichever comes first). The Bonus is: 10%/15%/20%/25%/30%
Tag Out! - Stretched Wings - - Activates if Quinn lands Vault on an enemy champion. Valor has slightly increased attack range, and increased attack speed for 8 seconds. I'm thinking +10/15 Attack Range. 8%/16%/24%/30%/35% bonus Attack speed.
Now, I'm sure you've all noticed that I didn't put any mana costs on these abilities. Now, this is for two reasons. I came up with a resource system for Quinn and Valor, to further differentiate them from other champions, and other Demacians as well. I won't be putting up any mana costs until edits come in, or if this post isn't popular at all. We'll see.
~~NEW Recourse System = Teamwork - If Quinn procs Harriers bonus damage, attacks a Blinded, or Vaulted-upon target, or if Valor attacks a target marked by "Birds Best Friend", spotted by a Noise Trap, or if he descends upon a Noise Trap from Birds Eye View, they gain +10(/150) "Teamwork". Teamwork is consumed when you switch between Valor or Quinn, and grants bonuses to whoever it is you've switched to.
Quinn = 10 - 40; 30 movement speed for 3 seconds 50 - 90; 25 Bonus AD for 4 seconds 100 - 150; 50 Bonus Range for the next 5 Auto Attacks, or 30 seconds.
Valor = 10 - 40; 25% Attack Speed for 3 seconds 50 - 90; +20 Armor and MR 100 - 150; Valors next autoattack is also a dash. ~~
Well, friends, I think this is it. I've proposed a lot of changes. Some, you may not be comfortable with, others you may embrace. If you have any ideas, comments, questions, or additions you'd like to say, please say them. If we could get Ironstylus to notice this post, that'd be great too. I just want Quinn to be cool again, you know? I hope, at the very least, you enjoyed the musings of some dude on the internet. Thank you for your time.
Edit: Giving her a Resource system that did nothing but buff her seemed a bit overboard. Decided mana costs were a bit more appropriate, especially early game, where laning against her would be the pits. No "Teamwork" then.
